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Zandronum Spree System
Posted: Sun Jul 15, 2012 9:34 pm
by Faerlyn
ZandroSpree aims to bring the full Unreal-style killing sprees and multikills (all with announcers) to Zandronum. Multikills occur when getting several kills within a few seconds of one another, and killing sprees are when you get several kills in a row without dying. It includes all multikills and sprees from Unreal Tournament 2004.
This is a revamp intended to replace SkullSpree, built off of a newer version of it that we made for Deathball. We've improved on it even further as well, with bug fixes. You can also now choose between four different spree announcers (totally separate from Zandronum's usual announcer) or even turn them off completely via keys in the control menu.
Links:
RE: Deathball Spree System
Posted: Mon Jul 16, 2012 5:41 am
by The Toxic Avenger
I really wish it didn't sound like the announcer was orgasming every time you get a holy shit
... o_O
RE: Deathball Spree System
Posted: Mon Jul 16, 2012 6:02 am
by Ijon Tichy
The Toxic Avenger wrote:
I really wish it didn't sound like the announcer was orgasming every time you get a holy shit
... o_O
not having played this, I get the most hilarious and disturbing mental images from this
why does this happen every damn day
whyyyyyy
RE: Deathball Spree System
Posted: Mon Jul 16, 2012 6:03 am
by Dark-Assassin
I could possibly extract the other announcer sounds from UT2k4.
Although the Classic one may have to be mixed with the UT2k3 one because of the missing stuff.
I noticed that was done with those UTJMH mods (UT99 Monsterhunt Players should know).
I may even throw in UT3 sounds.
And if someone is feeling creative, could have a cvar made so you can choose what one you want to use instead of 4 different wads.
RE: Deathball Spree System
Posted: Mon Jul 16, 2012 7:11 pm
by Faerlyn
-=Dark-Assassin=- wrote:
I could possibly extract the other announcer sounds from UT2k4.
Although the Classic one may have to be mixed with the UT2k3 one because of the missing stuff.
I noticed that was done with those UTJMH mods (UT99 Monsterhunt Players should know).
I may even throw in UT3 sounds.
And if someone is feeling creative, could have a cvar made so you can choose what one you want to use instead of 4 different wads.
It would be cool if someone added the normal male ut2k4 announcer, evil announcer, and ut2k3 announcer. Then made a cvar to change between the 4 announcer voices. Mainly the reason I released this in in hopes someone would improve it. The acs source was not added into Deathball which was the main reason that this was released. This way people can improve on this instead of the messy and buggy code in skullspree.
RE: Zandronum Spree System
Posted: Fri Jul 20, 2012 10:57 pm
by Faerlyn
Updated the main post. Now completely bug free and with multiple announcers!
RE: Zandronum Spree System
Posted: Sat Jul 21, 2012 1:08 am
by Llewellyn
Couple of suggestions:
Change your scripts to Named scripts (Ie Script "Words" (void)) to avoid conflicts with other wads.
Add a second SpreeVar that allows players to change the volume, so you would change all of these:
to
Code: Select all
LocalAmbientSound("spree/1", GetCvar(SpreeVar2))
I would also use
Code: Select all
ConsoleCommand("ArchiveCvar SpreeVar")
(and SpreeVar2) so that player settings are saved when players disconnect and reconnect.
RE: Zandronum Spree System
Posted: Sat Jul 21, 2012 6:53 am
by XutaWoo
I don't think named scripts are in Zand yet.
RE: Zandronum Spree System
Posted: Sat Jul 21, 2012 7:12 am
by Ijon Tichy
XutaWoo wrote:
I don't think named scripts are in Zand yet.
I tested them with skulltag 98d, they actually work... but they have to be ENTER, OPEN, etc., otherwise you can't really use them (unreliable numbering)
"Runaway script 65535 terminated"
RE: Zandronum Spree System
Posted: Sat Jul 21, 2012 2:04 pm
by Qent
As long as it uses the same as Skull Spree, it should be okay, mostly.
RE: Zandronum Spree System
Posted: Sun Jul 22, 2012 6:43 pm
by Faerlyn
Small update! It now saves what spree announcer you are using. This way you won't have to set it every time you play. Thanks Llewellyn.

RE: Deathball Spree System
Posted: Tue Jul 24, 2012 7:41 pm
by Qent
Faerlyn wrote:
Mainly the reason I released this in in hopes someone would improve it. The acs source was not added into Deathball which was the main reason that this was released. This way people can improve on this instead of the messy and buggy code in skullspree.
Readme.txt wrote:
Authors may NOT use the contents of this file as a base for modification
or reuse.
Fail? Anyway, I'm working on optional colors now if people want.
RE: Zandronum Spree System
Posted: Tue Jul 24, 2012 7:44 pm
by one_Two
Does it have "killermanjaro"? I can't remember whether that was an official UT sound or not.
RE: Zandronum Spree System
Posted: Tue Jul 24, 2012 7:52 pm
by Yellowtail
That's from Halo.
RE: Zandronum Spree System
Posted: Tue Jul 24, 2012 7:54 pm
by Ivan
Just in case you missed it, the random "double kill" bug is still there as I just experienced it.
RE: Zandronum Spree System
Posted: Tue Jul 24, 2012 9:41 pm
by Faerlyn
Qent wrote:
Readme.txt wrote:
Authors may NOT use the contents of this file as a base for modification
or reuse.
Derp, I kinda just copied the text file from something else and edited it. My bad.
Ivan wrote:
Just in case you missed it, the random "double kill" bug is still there as I just experienced it.
Are you sure a projectile didn't kill someone as you respawned or something? I tested this quite a bit and never could get it to happen with the recoded multikills we did.
RE: Zandronum Spree System
Posted: Tue Jul 24, 2012 9:49 pm
by Ivan
Yes I'm pretty sure as I checked the obituaries.
RE: Zandronum Spree System
Posted: Tue Jul 24, 2012 11:23 pm
by Ijon Tichy
*sigh*
the way you're doing this is most definitely NOT the way to go about this - use the DEATH script and SetActivatorToTarget
I'm whipping up some better code right now, by the way (better as in "more managable" - it might not fix the errant double kill, although I severely doubt it)
RE: Zandronum Spree System
Posted: Fri Aug 03, 2012 6:57 pm
by Qent
http://www.mediafire.com/?yk1qu8oq5kapa9r is the custom one that I use that also has medal sounds.
RE: Zandronum Spree System
Posted: Mon Aug 13, 2012 5:30 am
by DevilHunter
Perm link.. (yes I'm late cause nobody told me about it, and since Wadhost link is currently dead.)
ZandroSpree1b.zip
Enjoy :p